В сообщении от Friday 05 March 2010 23:49:03 Stephane Marchesin написал(а):
> 2010/3/5 <randrianas...@gmail.com>:
> > В сообщении от Friday 05 March 2010 16:55:20 Jesse Barnes написал(а):
> >> make realclean and configure and make again.
> >
> > Removing all new functions and reverting to mainstream mesa works OK,
> > even without realclean ... So, it is purely my fault, as coder. But what
> > exactly I forgot? Init current_primitive = -1 on context creation? State
> > management in nouveau changed since first dri1 attempt ....
> >
> > As far as i understand this code - you plug in not just fev line
> > functions but two big function tables, filled with many functions
> > (pointers at functions). This way one can plug in much more optimized
> > (for different OpenGL cases) render functions, if hw permits this. So,
> > you plug inly one "Chooser" function into mesa's TNL module, and keep
> > current primitive type somewhere in your context data .....
> >
> > Ideally, various fixups (like polygonOffset) will be layred on top of
> > this, making nv04.render.c a bit hard for reading ...
> >
> > Thanks Jesse and Francisco for your time, you spended reading my mails
> > and trying to figure out what was my fault ....
>
> As discussed on irc, and for posterity:
>
> 00:35 < marcheu> you have a 16 or 8 (with multitexture) vertex cache
> 00:35 < marcheu> these number you see (0xFEDCBA) are not magic
> 00:35 < marcheu> these are the index of the vertices we want to emit
> 00:36 < marcheu> so FEDCBA emits vertices 15,14,13,12,11 and 10
> 00:36 < marcheu> but that means you have to actually place data at
> these locations
> 00:37 < marcheu> which means that if you want to do a single-pass
> emission you have to place the first vertex at spot 10
> 00:37 < marcheu> so basically the layout of the nv4 3D object is like that:
> 00:37 < marcheu> - vertex 0
> 00:37 < marcheu> - vertex 1
> 00:37 < marcheu> ...
> 00:37 < marcheu> - vertex 15
> 00:38 < marcheu> - vertex indices that we want fired
> 00:38 < marcheu> so if you want to do a 1-swoop submission, you have
> to start from 10 or so
> 00:38 < marcheu> that also means you _place_ vertex data at the right
> spot. right now you place it at 0
> 00:39 < marcheu> also you reserve one too little places on the fifo (6
> instead of 7 on line 206)
> 00:39 < marcheu> becuase you need one spot for the FEDCBA
> 00:39 < marcheu> so you need 3 things:
> 00:39 < marcheu> - start emitting at the right place, which probably
> means an extra argument to BEGIN_PRIMITIVE to tell which place
> 00:40 < marcheu> - increase the size of the BEGIN_PRIMITIVE
> 00:40 < marcheu> - that was only two things :)
>
> Stephane
New patch is here, tested with trivial/tri, DANGEROUS, may lock up your
machine hard with anything else!
Strange thing about code - in function swtnl_render_triangles_verts it was
going on and on, causing segfault, until i added
if (count == 3)
{
swtnl_triangle(ctx, i+0,i+1,i+2);
return;
}
Was found under gdb
=======
swtnl_render_triangles_verts (ctx=0x950ca88, start=0, count=3, flags=52)
at nv04_render.c:285
285 for(i=start;i<count-5;i+=6)
(gdb) print i
$1 = 18
=======
Please, someone, enlight me on this small C secret, what was wrong in this
for() ?
From c8b92b0f57113c6341decd504e97f97e1371dd82 Mon Sep 17 00:00:00 2001
From: Andrew Randrianasulu <rand...@mail.ru>
Date: Sun, 7 Mar 2010 00:33:53 +0000
Subject: [PATCH] DANGEROUS rework primitive selection, add few optimized cases ported from old code. Only tested with trivial/tri!
---
src/mesa/drivers/dri/nouveau/nv04_context.c | 3 +
src/mesa/drivers/dri/nouveau/nv04_context.h | 3 +
src/mesa/drivers/dri/nouveau/nv04_render.c | 447 ++++++++++++++++++++++++++-
3 files changed, 440 insertions(+), 13 deletions(-)
diff --git a/src/mesa/drivers/dri/nouveau/nv04_context.c b/src/mesa/drivers/dri/nouveau/nv04_context.c
index f129417..40934b1 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_context.c
+++ b/src/mesa/drivers/dri/nouveau/nv04_context.c
@@ -164,6 +164,8 @@ nv04_context_create(struct nouveau_screen *screen, const GLvisual *visual,
if (!nctx)
return NULL;
+
+ nctx->new_render_state = -1;
ctx = &nctx->base.base;
hw = &nctx->base.hw;
@@ -179,6 +181,7 @@ nv04_context_create(struct nouveau_screen *screen, const GLvisual *visual,
ctx->Const.MaxTextureUnits = NV04_TEXTURE_UNITS;
ctx->Const.MaxTextureMaxAnisotropy = 2;
ctx->Const.MaxTextureLodBias = 15;
+
/* 2D engine. */
ret = nv04_surface_init(ctx);
diff --git a/src/mesa/drivers/dri/nouveau/nv04_context.h b/src/mesa/drivers/dri/nouveau/nv04_context.h
index ccd3b61..ee0b2ba 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_context.h
+++ b/src/mesa/drivers/dri/nouveau/nv04_context.h
@@ -34,6 +34,9 @@ struct nv04_context {
struct nouveau_grobj *eng3d;
struct nouveau_surface dummy_texture;
float viewport[16];
+ GLuint new_state;
+ GLenum current_primitive;
+ GLuint new_render_state;
};
#define to_nv04_context(ctx) ((struct nv04_context *)(ctx))
diff --git a/src/mesa/drivers/dri/nouveau/nv04_render.c b/src/mesa/drivers/dri/nouveau/nv04_render.c
index b5943d9..dd120f1 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_render.c
+++ b/src/mesa/drivers/dri/nouveau/nv04_render.c
@@ -23,6 +23,19 @@
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
+
+#define WARN_ONCE(a, ...) do {\
+ static int warn##__LINE__=1;\
+ if(warn##__LINE__){\
+ fprintf(stderr, "*********************************WARN_ONCE*********************************\n");\
+ fprintf(stderr, "File %s function %s line %d\n", __FILE__, __FUNCTION__, __LINE__);\
+ fprintf(stderr, a, ## __VA_ARGS__);\
+ fprintf(stderr, "***************************************************************************\n");\
+ warn##__LINE__=0;\
+ } \
+ }while(0)
+
+// #include "tnl_dd/t_dd_tritmp.h"
#include "nouveau_driver.h"
#include "nouveau_context.h"
@@ -115,8 +128,24 @@ swtnl_reset_stipple(GLcontext *ctx)
{
}
+#define NONINC_METHOD 0x40000000
/* Primitive rendering */
+#define BEGIN_PRIMITIVE_F(n,s) \
+ struct nouveau_channel *chan = context_chan(ctx); \
+ struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx); \
+ int vertex_len = TNL_CONTEXT(ctx)->clipspace.vertex_size / 4; \
+ \
+ if (nv04_mtex_engine(fahrenheit)) \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_MULTITEX_TRIANGLE_TLMTVERTEX_SX(s), \
+ n * vertex_len); \
+ else \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_TEXTURED_TRIANGLE_TLVERTEX_SX(s), \
+ n * vertex_len); \
+
+
#define BEGIN_PRIMITIVE(n) \
struct nouveau_channel *chan = context_chan(ctx); \
struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx); \
@@ -144,36 +173,425 @@ swtnl_reset_stipple(GLcontext *ctx)
NV04_TEXTURED_TRIANGLE_DRAWPRIMITIVE(0), 1); \
OUT_RING(chan, draw); \
}
+
+
+#define END_PRIMITIVE_F(draw,s) \
+ if (nv04_mtex_engine(fahrenheit)) { \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_MULTITEX_TRIANGLE_DRAWPRIMITIVE(s), 1); \
+ OUT_RING(chan, draw); \
+ } else { \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_TEXTURED_TRIANGLE_DRAWPRIMITIVE(s), 1); \
+ OUT_RING(chan, draw); \
+ }
+
+#if 0
+#define END_PRIMITIVE_N(draw) \
+ if (nv04_mtex_engine(fahrenheit)) { \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_MULTITEX_TRIANGLE_DRAWPRIMITIVE(0) |NONINC_METHOD, 1); \
+ OUT_RING(chan, draw); \
+ } else { \
+ BEGIN_RING(chan, fahrenheit, \
+ NV04_TEXTURED_TRIANGLE_DRAWPRIMITIVE(0) |NONINC_METHOD , 1); \
+ OUT_RING(chan, draw); \
+ }
+#endif
+
static void
swtnl_points(GLcontext *ctx, GLuint first, GLuint last)
{
+WARN_ONCE("points rendering - Unimplemented\n");
}
static void
swtnl_line(GLcontext *ctx, GLuint v1, GLuint v2)
{
+WARN_ONCE("line rendering - Unimplemented\n");
}
static void
+swtnl_2triangles(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4, GLuint v5, GLuint v6)
+{
+ BEGIN_PRIMITIVE_F(6,10);
+ OUT_VERTEX(v1);
+ OUT_VERTEX(v2);
+ OUT_VERTEX(v3);
+ OUT_VERTEX(v4);
+ OUT_VERTEX(v5);
+ OUT_VERTEX(v6);
+ END_PRIMITIVE_F(0xFEDCBA,10); /* emit verts in order: 15,14,13,12,11 and 10 */
+}
+
+
+
+static void
swtnl_triangle(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3)
{
- BEGIN_PRIMITIVE(3);
+ BEGIN_PRIMITIVE_F(3,0);
OUT_VERTEX(v1);
OUT_VERTEX(v2);
OUT_VERTEX(v3);
- END_PRIMITIVE(0x210);
+ END_PRIMITIVE_F(0x210,0);
}
static void
swtnl_quad(GLcontext *ctx, GLuint v1, GLuint v2, GLuint v3, GLuint v4)
{
- BEGIN_PRIMITIVE(4);
+ BEGIN_PRIMITIVE_F(4,0);
OUT_VERTEX(v1);
OUT_VERTEX(v2);
OUT_VERTEX(v3);
OUT_VERTEX(v4);
- END_PRIMITIVE(0x320210);
+ END_PRIMITIVE_F(0x320210,0);
+}
+
+static void swtnl_render_triangle(GLcontext *ctx,GLuint v1,GLuint v2,GLuint v3)
+{
+ swtnl_triangle( ctx , v1, v2, v3);
+}
+
+static void swtnl_render_quad(GLcontext *ctx,GLuint v1,GLuint v2,GLuint v3,GLuint v4)
+{
+ swtnl_quad( ctx, v1,v2,v3,v4);
+}
+
+static void swtnl_render_points_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // erm - said Stephane Marchesin
+}
+
+static void swtnl_render_lines_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // umm - said Stephane Marchesin
+}
+
+static void swtnl_render_line_strip_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // yeah - said Stephane Marchesin
+}
+
+static void swtnl_render_line_loop_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // right - finally said Stephane Marchesin
+}
+
+static void
+swtnl_render_triangles_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ int i;
+
+ if (count == 3)
+ {
+ swtnl_triangle(ctx, i+0,i+1,i+2);
+ return;
+ }
+
+
+ for(i=start;i<count-5;i+=6)
+ swtnl_2triangles(ctx, i+0, i+1, i+2, i+3, i+4, i+5);
+ if (i!=count)
+ {
+ swtnl_triangle(ctx, i+0,i+1,i+2);
+ i+=3;
+ }
+
+ if (i!=count)
+ printf("oops\n");
+}
+
+static void
+swtnl_render_tri_strip_verts(GLcontext *ctx, GLuint start, GLuint count, GLuint flags)
+{
+ struct nouveau_channel *chan = context_chan(ctx);
+ uint32_t striptbl[]={0x321210,0x543432,0x765654,0x987876,0xBA9A98,0xDCBCBA,0xFEDEDC};
+ int i,j;
+
+ for(i=start;i<count;i+=14)
+ {
+ int numvert=MIN2(16,count-i);
+ int numtri=numvert-2;
+ if (numvert<3)
+ break;
+
+ BEGIN_PRIMITIVE(numvert);
+ for(j=0;j<numvert;j++)
+ OUT_VERTEX(i+j);
+ END_PRIMITIVE((numtri+1)/2);
+
+ for(j=0;j<numtri/2;j++)
+ OUT_RING(chan, striptbl[j]);
+ if (numtri%2)
+ OUT_RING(chan, striptbl[numtri/2]&0xFFF);
+ }
+}
+
+static void
+swtnl_render_tri_fan_verts(GLcontext *ctx, GLuint start, GLuint count, GLuint flags)
+{
+ uint32_t fantbl[]={0x320210,0x540430,0x760650,0x980870,0xBA0A90,0xDC0CB0,0xFE0ED0};
+ int i,j;
+
+ BEGIN_PRIMITIVE(start);
+ OUT_VERTEX(start);
+
+ for(i=start+1;i<count;i+=14)
+ {
+ int numvert=MIN2(15,count-i);
+ int numtri=numvert-1;
+ if (numvert<3)
+ break;
+
+ BEGIN_PRIMITIVE_F(numvert,1);
+
+ for(j=0;j<numvert;j++)
+ OUT_VERTEX(i+j);
+ END_PRIMITIVE((numtri+1)/2);
+
+ for(j=0;j<numtri/2;j++)
+ OUT_RING(chan, fantbl[j]);
+ if (numtri%2)
+ OUT_RING(chan, fantbl[numtri/2]&0xFFF);
+ }
+
+}
+
+static void swtnl_render_quads_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+
+ int i;
+
+ for(i=start;i<count;i+=4)
+ swtnl_quad(ctx, i+0, i+1, i+2, i+3);
+
+}
+
+static void swtnl_render_noop_verts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+}
+
+static void (*swtnl_render_tab_verts[GL_POLYGON+2])(GLcontext *, GLuint, GLuint, GLuint) =
+{
+ swtnl_render_points_verts,
+ swtnl_render_lines_verts,
+ swtnl_render_line_loop_verts,
+ swtnl_render_line_strip_verts,
+ swtnl_render_triangles_verts,
+ swtnl_render_tri_strip_verts,
+ swtnl_render_tri_fan_verts,
+ swtnl_render_quads_verts,
+ swtnl_render_tri_strip_verts, //nv04_render_quad_strip_verts
+ swtnl_render_tri_fan_verts, //nv04_render_poly_verts
+ swtnl_render_noop_verts,
+};
+
+
+static void swtnl_render_points_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // erm
+}
+
+static void swtnl_render_lines_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // umm
+}
+
+static void swtnl_render_line_strip_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // yeah
+}
+
+static void swtnl_render_line_loop_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ // right
+}
+
+
+static void swtnl_render_noop_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+}
+
+static void
+swtnl_render_triangles_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+ int i;
+ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
+
+ for(i=start;i<count-5;i+=6)
+ swtnl_2triangles(ctx, elt[i+0], elt[i+1], elt[i+2], elt[i+3], elt[i+4], elt[i+5]);
+ if (i!=count)
+ {
+ swtnl_triangle(ctx, elt[i+0], elt[i+1], elt[i+2]);
+ i+=3;
+ }
+
+ if (i!=count)
+ printf("oops\n");
+}
+
+static void
+swtnl_render_tri_strip_elts(GLcontext *ctx, GLuint start, GLuint count, GLuint flags)
+{
+ struct nouveau_channel *chan = context_chan(ctx);
+ uint32_t striptbl[]={0x321210,0x543432,0x765654,0x987876,0xBA9A98,0xDCBCBA,0xFEDEDC};
+ int i,j;
+ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
+
+ for(i=start;i<count;i+=14)
+ {
+ int numvert=MIN2(16,count-i);
+ int numtri=numvert-2;
+ if (numvert<3)
+ break;
+
+ BEGIN_PRIMITIVE(numvert);
+ for(j=0;j<numvert;j++)
+ OUT_VERTEX(elt[i+j]);
+ END_PRIMITIVE((numtri+1)/2);
+
+ for(j=0;j<numtri/2;j++)
+ OUT_RING(chan, striptbl[j]);
+ if (numtri%2)
+ OUT_RING(chan, striptbl[numtri/2]&0xFFF);
+ }
+}
+
+static void
+swtnl_render_tri_fan_elts(GLcontext *ctx, GLuint start, GLuint count, GLuint flags)
+{
+ uint32_t fantbl[]={0x320210,0x540430,0x760650,0x980870,0xBA0A90,0xDC0CB0,0xFE0ED0};
+ int i,j;
+ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
+
+ BEGIN_PRIMITIVE(start);
+ OUT_VERTEX(start);
+
+ for(i=start+1;i<count;i+=14)
+ {
+ int numvert=MIN2(15,count-i);
+ int numtri=numvert-1;
+ if (numvert<3)
+ break;
+
+ BEGIN_PRIMITIVE_F(numvert,1);
+
+ for(j=0;j<numvert;j++)
+ OUT_VERTEX(elt[i+j]);
+ END_PRIMITIVE((numtri+1)/2);
+
+ for(j=0;j<numtri/2;j++)
+ OUT_RING(chan, fantbl[j]);
+ if (numtri%2)
+ OUT_RING(chan, fantbl[numtri/2]&0xFFF);
+ }
+
+}
+
+static void swtnl_render_quads_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
+{
+
+ int i;
+ const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
+
+ for(i=start;i<count;i+=4)
+ swtnl_quad(ctx, elt[i+0], elt[i+1], elt[i+2], elt[i+3]);
+
+}
+
+static void (*swtnl_render_tab_elts[GL_POLYGON+2])(GLcontext *, GLuint, GLuint, GLuint) =
+{
+ swtnl_render_points_elts,
+ swtnl_render_lines_elts,
+ swtnl_render_line_loop_elts,
+ swtnl_render_line_strip_elts,
+ swtnl_render_triangles_elts,
+ swtnl_render_tri_strip_elts,
+ swtnl_render_tri_fan_elts,
+ swtnl_render_quads_elts,
+ swtnl_render_tri_strip_elts, // nv04_render_quad_strip_elts,
+ swtnl_render_tri_fan_elts, // nv04_render_poly_elts,
+ swtnl_render_noop_elts,
+};
+
+static const GLuint hw_prim[GL_POLYGON+1] = {
+ GL_POINTS+1,
+ GL_LINES+1,
+ GL_LINE_STRIP+1,
+ GL_LINE_LOOP+1,
+ GL_TRIANGLES+1,
+ GL_TRIANGLE_STRIP+1,
+ GL_TRIANGLE_FAN+1,
+ GL_QUADS+1,
+ GL_QUAD_STRIP+1,
+ GL_POLYGON+1
+};
+
+static void swtnl_render_clipped_poly(GLcontext *ctx, const GLuint *elts,GLuint n)
+{
+}
+
+static void swtnlChooseRenderState(GLcontext *ctx)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+
+ tnl->Driver.Render.PrimTabVerts = swtnl_render_tab_verts;
+ tnl->Driver.Render.PrimTabElts = swtnl_render_tab_elts;
+/* tnl->Driver.Render.ClippedLine = swtnl_render_clipped_line;
+ tnl->Driver.Render.ClippedPolygon = swtnl_render_clipped_poly; */
+ tnl->Driver.Render.ClippedPolygon = swtnl_render_clipped_poly;
+ tnl->Driver.Render.ClippedLine = swtnl_line; // was _tnl_RenderClippedLine
+ tnl->Driver.Render.Points = swtnl_points;
+ tnl->Driver.Render.Line = swtnl_line;
+ tnl->Driver.Render.Triangle = swtnl_triangle;
+ tnl->Driver.Render.Quad = swtnl_quad;
+}
+
+static void swtnlRenderStart(GLcontext *ctx)
+{
+ struct nv04_context *nctx = to_nv04_context(ctx);
+
+ swtnl_choose_attrs(ctx);
+
+// if (nctx->new_state) {
+// nctx->new_render_state |= nctx->new_state;
+// }
+
+ if (nctx->new_render_state) {
+// swtnlChooseVertexState(ctx);
+ swtnlChooseRenderState(ctx);
+ nctx->new_render_state = 0;
+ }
+}
+
+static void swtnlRenderFinish(GLcontext *ctx)
+{
+ FIRE_RING(context_chan(ctx));
+}
+
+void swtnlRasterPrimitive(GLcontext *ctx,
+ GLenum glprim,
+ GLuint hwprim)
+{
+
+#if 1
+ // struct nouveau_context *nmesa = NOUVEAU_CONTEXT(ctx);
+ struct nv04_context *nctx = to_nv04_context(ctx);
+
+ assert (!nctx->new_state);
+
+ if (hwprim != nctx->current_primitive)
+ {
+ nctx->current_primitive=hwprim;
+ }
+
+#endif
+}
+
+static void swtnlRenderPrimitive( GLcontext *ctx, GLuint prim )
+{
+ swtnlRasterPrimitive( ctx, prim, hw_prim[prim] );
}
/* TnL initialization. */
@@ -185,19 +603,22 @@ nv04_render_init(GLcontext *ctx)
tnl->Driver.RunPipeline = _tnl_run_pipeline;
tnl->Driver.Render.Interp = _tnl_interp;
tnl->Driver.Render.CopyPV = _tnl_copy_pv;
- tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;
- tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
+ // tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;
+ // tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine;
tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
-
- tnl->Driver.Render.Start = swtnl_start;
- tnl->Driver.Render.Finish = swtnl_finish;
- tnl->Driver.Render.PrimitiveNotify = swtnl_primitive;
+
+ tnl->Driver.Render.Start = swtnlRenderStart; // was swtnl_start
+ tnl->Driver.Render.Finish = swtnlRenderFinish; // was swtnl_finish
+// tnl->Driver.Render.Start = swtnl_start;
+// tnl->Driver.Render.Finish = swtnl_finish;
+ tnl->Driver.Render.PrimitiveNotify = swtnlRenderPrimitive; /* swtnl_primitive */
+// tnl->Driver.Render.PrimitiveNotify = swtnl_primitive;
tnl->Driver.Render.ResetLineStipple = swtnl_reset_stipple;
-
+/*
tnl->Driver.Render.Points = swtnl_points;
- tnl->Driver.Render.Line = swtnl_line;
+ tnl->Driver.Render.Line = swtnl_line;
tnl->Driver.Render.Triangle = swtnl_triangle;
- tnl->Driver.Render.Quad = swtnl_quad;
+ tnl->Driver.Render.Quad = swtnl_quad; */
_tnl_need_projected_coords(ctx, GL_TRUE);
_tnl_init_vertices(ctx, tnl->vb.Size,
--
1.6.5.4
------------------------------------------------------------------------------
Download Intel® Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev